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Re: [werewolf] possible drawback
I've always thought the solution to slow night time actors would be to
randomize target if no action after X hours, except with wolves/mafia
where the victim with the most "kills" logged against would be
murdered.
-Masonsmith
On 9/14/05, Joe Christensen <jchristensen@mcm.edu> wrote:
> Lyman Hurd wrote:
>
> > It occurs to me that there are occasionally games
> > where I start but then life keeps me away for
> > extended periods [...] possibility that someone who
> > does not know they have a night role will gain one
> > and therefore hold up the game significantly.
> >
> > I really think we ought to consider some sort of
> > "fast" mode for night people that does not require
> > 100 percent agreement on a course of action.
> >
>
>
> Troubles with a fast night analogous to a fast day:
> There is only one angel and one illusionist. Somebody has to
> protect/disguise.
> If we have a lone wolf who recruits a villager, how do you get a
> majority from 2? If you only need one vote, why should the game wait
> for the second wolf to vote?
>
> Alternative: Maybe an optional real-time deadline. If you haven't
> moved, then you haven't moved. Somebody loses protection, somebody
> doesn't get info, somebody doesn't die. We have an alert system for
> unplayed games... can we access that for an inactive night? I would set
> the option for number of real-time days (minimum 3 to account for a
> weekend?) rather than hours or half-days. While 5 half-days would work,
> it wouldn't work for the current inactive game routine, I suspect.
>
> How portable is that piece of code? Can it be set for werewolf games
> separately from all others?
>
> Joe
>
>
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